Obviously, not endorsed in anyway by Nintendo. Created for learning purposes. No infringment intended. Buy Zelda games from Nintendo.This project is a full remake/conversion of Zelda II on NES into a game that mimics Link to the Past yet maintains enough of the original material.

Both music and graphics will be used and inspired by Link to the Past. Spells are replaced by inventory items. Extra quests are introduced along with some small character stories to create a larger experience that was lacking in the original.

Combat is going to be Link to the Past styled but the rpg system will remain in effect. There is a change to how leveling works:the different stats influence how much exp is required per level up overall. This allows a different approach to leveling other than flat values in the original. Making a choice now has consequences of a larger amount of exp needed.

Quite a bit: if you create a file in slot 1, you get to view the temporary introduction cutscene. After the intro, you get to mess around in the first zone of the overworld. Nothing much to do there. You can also explore the overworld map and Parapa Palace. File 2 allows you to skip straight to Parapa Palace boss fight.If you create a file 3, you are taken directly into the debug zone. There, you can mess with collectibles, talk to some sages, return a crystal to a pedestal, open every item chest in the game, mess with quite a few items(after you get them from chests), and even kill some innocent gels.

Controls: arrow keys move, A uses the equipped item, S continues dialogue or swings the sword or selects an item in the menu, D is the Pegasus Boots or the action button(open,talk,etc), Enter is the start/menu button.

If anyone is willing to help in the art department, that would be pretty cool. The intro cutscenes need to be redone to follow the general plot of Legend of Zelda and the backstory to Zelda II. Eventually, bosses will need to be done. Most of the enemies needed are already available from Link to the Past. Some music could be done as well. Would like to get some Zelda II tracks that sound more like Link to the Past.

First of all, spectacular undertaking. I've had a similar design in mind for something like this, but only in txt file format. (Though collecting the sprites for the items wouldn't be difficult for me to do, since I have the Minish Cap style item project...) I do agree, that refitting the original game to fit more of the style of the rest of the games in the series would be awesome to do and get used to. I'd like to help, if I can.

(Once my antivirus releases the exe file I downloaded from your Google Drive link, I'll actually try it out and play it.)

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

First of all, spectacular undertaking. I've had a similar design in mind for something like this, but only in txt file format. (Though collecting the sprites for the items wouldn't be difficult for me to do, since I have the Minish Cap style item project...) I do agree, that refitting the original game to fit more of the style of the rest of the games in the series would be awesome to do and get used to. I'd like to help, if I can.

(Once my antivirus releases the exe file I downloaded from your Google Drive link, I'll actually try it out and play it.)

It's funny you mention a text file. I actually wrote a 30+ page game design document on this almost six years ago now that I have kept on my Google Drive all these years.

As I have added quite a bit on my end the past day or so, I realize that the biggest hurdle other than completely revamping dungeons is going to be taking the massive, yet empty overworld into a more complete filled layout. Don't be surprised if the overworld goes through some serious changes quite a few times. I may have mapped it all in LttP, LA-LTTP(LA tiles redone into LttP style by ZFGCers), Minish Cap, and even Seiken Densetsu 3, yet, my new approach is to zone out each section similar to how LttP zoned out each part of it's overworld.

It gives me more freedom to do what I want instead of going 1:1 conversion and having giant empty areas.

Anyway, the work I have done on my end is the entire starting area is mapped out and in-game. Some tiles aren't quite exact, but each area is 90% or so solidified. Rauru is nice and small. No other NPCs used yet, but I have pulled the first Sage from the debug room and placed him in town. He opens the cave to Parapa Desert correctly.

The plan is to get everything mapped out and transitioning properly to have everything before the cave to Moruge Swamp. Once that is all set(including Parapa Palace), I will start implementing actual AI into enemies so a nice demo can be put together for NCFC.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

Mixing the two and even sprinkling in some caged fights from Minish Cap.Some areas will have continued random spawners.Some areas will always have default spawn locations.Other areas(heart pieces, qide quests, exp pouches, etc) will seem like a normal area until you get to the trigger point. Then it starts a caged match similar to what Minish Cap did.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

I will attach a picture of the current enemy AI I am attempting to work on. Custom edit for placeholder sprite. If anyone is interested in trying to sprite, I would like a sword pulled back as if it is about to strike, then a lung forward with sword extended and shield off to the side similar to when Link is swinging his sword.

The idea is to use the same AI as the Darknuts/Ironknuckles(or whatever they were called in Minish Cap) for the Ironknuckles. Stay defensive then lunge at the player. The back will be the sweet spot.

I am also working on some Chus, Moblins, Octoroks, etc to begin filling the world. Since Mazura is going to be a pain in the ass to sprite https://zelda.gamepedia.com/File:TAoL_Horsehead.png , I figured it would be a great time to begin bringing my Hyrule to life.

As far as Mazura is concerned, the boss AI that is planned is going to be similar to Ganon's AI at the end of LTTP. The dungeon item is the Eternal Lantern, so it would be best to incorporate it. Use the lantern on some lightable torches, blind Mazura to reveal a weak spot, rinse and repeat. Mazura would use sand spit or some kind of whirlwind to blow out the torches.

The only other idea to keep it even closer to LTTP bosses would be similar to the Armos boss fight in LTTP. Have Mazura bounce around for a bit, then jump slam which exposes his back. To incorporate the Eternal Lantern, could require the player to light the torches which would force Mazura to perform the leap slam.

Anyway, the focus is now to start getting some enemies and NPCs in before we worry about a huge task like Mazura.

Next To-Dos:-npcs for Rauru-indoors for Rauru-animated torches-more water animations-Keese(bats)-P Bags(otherwise known as "!@#$% bags" according to AVGN)-tweaks to enemy AI and behavior-ability to take damage

"HOUSTON WE HAVE A PROBLEM"-A bug was found that only occurs in North Palace. The sub item(inventory item) box in the top right corner is not drawn. All code has been triple checked. No idea why this is occurring as the conditions of North Palace are no different than any other room in the game. There are also no special objects in North Palace.

EDIT: Nevermind. I am a buttcheek. I forgot to set views in the North Palace rooms which the HUD depends on. *cough*

Updated original post link as well.-small modifications to enemies-enemies can hurt you-added a placement game over screen

Hadn't uploaded anything playable for some time, so I figured I would do so. Enjoy.As always, File 1 goes through everything as if it were a final release; File 2 let's you skip the intro; File 3 takes you to the debug rooms.

Been working on some stuff on my end.Minor tweaks as needed to code.Leevers changed a little bit.Keys have been added.Horsehead AI has been started. I am using ARMOS from LTTP as a placeholder. It's about the size I want Horsehead anyway.

I decided on something a bit different than originally planned. Horsehead will bounce after you similar to Armos final form but without the ground slamming. When he hits 50% or less health, he begins to burrow into the ground like Lanmolas. When he emerges, then he will do a ground slam jump where he is only vulnerable at his back.

Everything is coded upto the burrow state. Feels pretty solid for a boss even now, but I want a little something extra to differentiate it from Armos. Everything in the life cycle of the boss is done except the ground slam. For now, the boss just returns to bouncing until he is hit again until he runs out of health.

-locked doors implemented-some graphical depth issues in Parapa taken care of-anti fairies added 100%-darknut AI started-enemy layout in Parapa except darknut, stalfos, and mace thrower(forgot the name off the top of my head) complete.Other three not added since no AI for them yet.-puzzle doors started-started mapping out Rauru houses